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Document timer.do_for()
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doc.lua
@ -233,7 +233,7 @@ Module { name = "hump.timer",
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{"function", "func", "The function to be delayed."},
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{"function", "func", "The function to be delayed."},
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},
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},
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returns = {
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returns = {
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{"function", "The timer handle."}
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{"table", "The timer handle."}
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},
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},
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example = {
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example = {
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[===[
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[===[
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@ -261,7 +261,7 @@ Timer.add(1, function(func) print("foo") Timer.add(1, func) end)]===],
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{"number", "count", "Number of times the function is to be called.", optional = true},
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{"number", "count", "Number of times the function is to be called.", optional = true},
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},
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},
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returns = {
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returns = {
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{"function", "The timer handle."}
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{"table", "The timer handle."}
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},
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},
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example = {
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example = {
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"Timer.addPeriodic(1, function() lamp:toggleLight() end)",
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"Timer.addPeriodic(1, function() lamp:toggleLight() end)",
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@ -274,6 +274,39 @@ end)]===],
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},
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},
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},
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},
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Function { name = {"do_for", "instance:do_for"},
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short = "Run a function for the next few seconds.",
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long = [===[
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Run a {#func(dt)} for the next {#delta} seconds. The function is called
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every time {#update(dt)} is called. Optionally run {#after()} once
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{#delta} seconds have passed.
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{#after} will receive itself as only parameter.
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The same constraints as with {#add()} apply.]===],
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params = {
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{"number", "delta", "Number of seconds the {#func} will be called."},
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{"function", "func", "The function to be called upon {#update(dt)}."},
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{"function", "after", "A function to be called after {#delta} seconds.", optional=true},
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},
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returns = {
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{"table", "The timer handle."}
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},
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example = {
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[===[Timer.do_for(3, function() screen:shake() end)]===],
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[===[player.isInvincible = true
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-- flash player for 3 seconds
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local t = 0
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player.timer:do_for(3, function(dt)
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t = t + dt
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player.visible = (t % .2) < .1
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end, function()
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player.visible = true -- make sure the player is visible after three seconds
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player.isInvincible = false
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end)]===]
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},
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},
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Function { name = {"cancel", "instance:cancel"},
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Function { name = {"cancel", "instance:cancel"},
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short = "Cancel a scheduled function.",
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short = "Cancel a scheduled function.",
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long = [===[
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long = [===[
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@ -284,7 +317,7 @@ end)]===],
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{*Never} use this inside a scheduled function.]===],
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{*Never} use this inside a scheduled function.]===],
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params = {
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params = {
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{"function", "func", "The function to be canceled."},
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{"table", "handle", "The function to be canceled."},
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},
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},
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returns = {},
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returns = {},
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example = {
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example = {
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@ -320,75 +353,6 @@ Timer.cancel(handle) -- NOT: Timer.cancel(tick)]===]
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function love.update(dt)
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function love.update(dt)
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do_stuff()
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do_stuff()
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Timer.update(dt)
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Timer.update(dt)
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end]===],
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},
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Function { name = "Interpolator",
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short = "Create a new interpolating function.",
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long = [===[
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Create a wrapper for an interpolating function, i.e. a function that
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acts depending on how much time has passed.
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The wrapper will have the prototype:
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[%function wrapper(dt, ...)]
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where {#dt} is the time that has passed since the last call of the
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wrapper and {#...} are arguments passed to the interpolating function.
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It will return whatever the interpolating functions returns if the
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interpolation is not yet finished or nil if the interpolation is done.
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The prototype of the interpolating function is:
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[%function interpolator(fraction, ...)]
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where {#fraction} is a number between 0 and 1 depending on how much
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time has passed and {#...} are additional arguments supplied to the
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wrapper.]===],
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params = {
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{"number", "length", "Interpolation length in seconds."},
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{"function", "func", "Interpolating function."},
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},
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returns = {
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{"function", "The wrapper function."}
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},
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example = [===[
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fader = Timer.Interpolator(5, function(frac, r,g,b)
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love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
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end)
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function love.update(dt)
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fader(dt, 255,255,255)
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end]===],
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},
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Function { name = "Oscillator",
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short = "Create a new oscillating function.",
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long = [===[
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Create a wrapper for an oscillating function, which is basically a
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looping interpolating function.
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The function prototypes are the same as with {#Interpolator()}:
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[%function wrapper(dt, ...)]
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[%function oscillator(fraction, ...)]
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As with {#Interpolator}, the wrapper will return whatever
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{#oscillator()} returns.]===],
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params = {
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{"number", "length", "Length of one interpolation period."},
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{"function", "func", "Oscillating function."},
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},
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returns = {
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{"function", "The wrapper function."}
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},
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example = [===[
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mover = Timer.Oscillator(10, function(frac)
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return 400 + 300 * math.sin(2*math.pi*frac)
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end)
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local xpos = 100
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function love.update(dt)
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xpos = mover(dt)
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end
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function love.draw()
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love.graphics.circle('fill', xpos, 300, 80, 36)
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end]===],
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end]===],
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},
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},
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}
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}
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@ -56,14 +56,23 @@ end</code></pre></p><p><span class="warning">Note:</span> Only works when called
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end</code></pre><pre><code class="lua">function love.load()
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end</code></pre><pre><code class="lua">function love.load()
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Gamestate.registerEvents{'draw', 'update', 'quit'}
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Gamestate.registerEvents{'draw', 'update', 'quit'}
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Gamestate.switch(menu)
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Gamestate.switch(menu)
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end</code></pre></div></div></div><a name="Timer" id="Timer"></a><div class="outer-block"><h3>hump.timer<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">Timer = require "hump.timer"</code></pre><p>hump.timer provides a simple interface to use delayed functions, i.e. functions that will be executed after some amount time has passed. For example, you can use a timer to set the player invincible for a short amount of time.</p><p>In addition, the module offers facilities to create functions that interpolate or oscillate over time. An interpolator could fade the color or a text message, whereas an oscillator could be used for the movement of foes in a shmup.</p></div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Timer-new">new()</a></dt><dd>Create new timer instance.</dd><dt><a href="#Timer-add">add()</a></dt><dd>Schedule a function.</dd><dt><a href="#Timer-addPeriodic">addPeriodic()</a></dt><dd>Add a periodic function.</dd><dt><a href="#Timer-cancel">cancel()</a></dt><dd>Cancel a scheduled function.</dd><dt><a href="#Timer-clear">clear()</a></dt><dd>Remove all timed and periodic functions.</dd><dt><a href="#Timer-update">update()</a></dt><dd>Update scheduled functions.</dd><dt><a href="#Timer-Interpolator">Interpolator()</a></dt><dd>Create a new interpolating function.</dd><dt><a href="#Timer-Oscillator">Oscillator()</a></dt><dd>Create a new oscillating function.</dd></dl></div><a name="Timer-new" id="Timer-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><p><span class="warning">If you don't need multiple independent schedulers, you can use the global/default timer (see examples).</span></p><p>Creates a new timer instance that is independent of the global timer: It will manage it's own list of scheduled functions and does not in any way affect the the global timer. Likewise, the global timer does not affect the timer instance.</p><p><span class="warning">Note:</span> Timer instances use the colon-notation (e.g. <code class="lua">instance:update(dt)</code>), while the global timer uses the dot-notation (e.g. <code class="lua">Timer.update(dt)</code>).</p><div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl><dt>Timer</dt><dd>A timer instance</dd></dl></div><div class="example">Example:<pre><code class="lua">menuTimer = Timer.new()</code></pre></div></div><a name="Timer-add" id="Timer-add"></a><a name="Timer-instance:add" id="Timer-instance:add"></a><div class="ref-block"><h4>function <span class="name">add</span><span class="arglist">(delay, func)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:add</span><span class="arglist">(delay, func)</span><a class="top" href="#Timer">^ top</a></h4><p>Schedule a function. The function will be executed after <code class="lua">delay</code> seconds have elapsed, given that <code class="lua">update(dt)</code> is called every frame.</p><p>Note that there is no guarantee that the delay will not be exceeded, it is only guaranteed that the function will not be executed <em>before</em> the delay has passed.</p><p>It is an error to schedule a function again if it is not yet finished or canceled.</p><p><code class="lua">func</code> will receive itself as only parameter. This is useful to implement periodic behavior (see the example).</p><div class="arguments">Parameters:<dl><dt>number <code>delay</code></dt><dd>Number of seconds the function will be delayed.</dd><dt>function <code>func</code></dt><dd>The function to be delayed.</dd></dl></div><div class="returns">Returns:<dl><dt>function</dt><dd>The timer handle.</dd></dl></div><div class="example">Example:<pre><code class="lua">-- grant the player 5 seconds of immortality
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end</code></pre></div></div></div><a name="Timer" id="Timer"></a><div class="outer-block"><h3>hump.timer<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">Timer = require "hump.timer"</code></pre><p>hump.timer provides a simple interface to use delayed functions, i.e. functions that will be executed after some amount time has passed. For example, you can use a timer to set the player invincible for a short amount of time.</p><p>In addition, the module offers facilities to create functions that interpolate or oscillate over time. An interpolator could fade the color or a text message, whereas an oscillator could be used for the movement of foes in a shmup.</p></div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Timer-new">new()</a></dt><dd>Create new timer instance.</dd><dt><a href="#Timer-add">add()</a></dt><dd>Schedule a function.</dd><dt><a href="#Timer-addPeriodic">addPeriodic()</a></dt><dd>Add a periodic function.</dd><dt><a href="#Timer-do_for">do_for()</a></dt><dd>Run a function for the next few seconds.</dd><dt><a href="#Timer-cancel">cancel()</a></dt><dd>Cancel a scheduled function.</dd><dt><a href="#Timer-clear">clear()</a></dt><dd>Remove all timed and periodic functions.</dd><dt><a href="#Timer-update">update()</a></dt><dd>Update scheduled functions.</dd></dl></div><a name="Timer-new" id="Timer-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><p><span class="warning">If you don't need multiple independent schedulers, you can use the global/default timer (see examples).</span></p><p>Creates a new timer instance that is independent of the global timer: It will manage it's own list of scheduled functions and does not in any way affect the the global timer. Likewise, the global timer does not affect the timer instance.</p><p><span class="warning">Note:</span> Timer instances use the colon-notation (e.g. <code class="lua">instance:update(dt)</code>), while the global timer uses the dot-notation (e.g. <code class="lua">Timer.update(dt)</code>).</p><div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl><dt>Timer</dt><dd>A timer instance</dd></dl></div><div class="example">Example:<pre><code class="lua">menuTimer = Timer.new()</code></pre></div></div><a name="Timer-add" id="Timer-add"></a><a name="Timer-instance:add" id="Timer-instance:add"></a><div class="ref-block"><h4>function <span class="name">add</span><span class="arglist">(delay, func)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:add</span><span class="arglist">(delay, func)</span><a class="top" href="#Timer">^ top</a></h4><p>Schedule a function. The function will be executed after <code class="lua">delay</code> seconds have elapsed, given that <code class="lua">update(dt)</code> is called every frame.</p><p>Note that there is no guarantee that the delay will not be exceeded, it is only guaranteed that the function will not be executed <em>before</em> the delay has passed.</p><p>It is an error to schedule a function again if it is not yet finished or canceled.</p><p><code class="lua">func</code> will receive itself as only parameter. This is useful to implement periodic behavior (see the example).</p><div class="arguments">Parameters:<dl><dt>number <code>delay</code></dt><dd>Number of seconds the function will be delayed.</dd><dt>function <code>func</code></dt><dd>The function to be delayed.</dd></dl></div><div class="returns">Returns:<dl><dt>table</dt><dd>The timer handle.</dd></dl></div><div class="example">Example:<pre><code class="lua">-- grant the player 5 seconds of immortality
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player.isInvincible = true
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player.isInvincible = true
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Timer.add(5, function() player.isInvincible = false end)</code></pre><pre><code class="lua">-- print "foo" every second. See addPeriodic.
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Timer.add(5, function() player.isInvincible = false end)</code></pre><pre><code class="lua">-- print "foo" every second. See addPeriodic.
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Timer.add(1, function(func) print("foo") Timer.add(1, func) end)</code></pre><pre><code class="lua">menuTimer:add(1, finishAnimation)</code></pre></div></div><a name="Timer-addPeriodic" id="Timer-addPeriodic"></a><a name="Timer-instance:addPeriodic" id="Timer-instance:addPeriodic"></a><div class="ref-block"><h4>function <span class="name">addPeriodic</span><span class="arglist">(delay, func, count)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:addPeriodic</span><span class="arglist">(delay, func, count)</span><a class="top" href="#Timer">^ top</a></h4><p>Add a function that will be called <code class="lua">count</code> times every <code class="lua">delay</code> seconds.</p><p>If <code class="lua">count</code> is omitted, the function will be called until it returns <code class="lua">false</code> or <code class="lua">clear()</code> is called.</p><div class="arguments">Parameters:<dl><dt>number <code>delay</code></dt><dd>Number of seconds between two consecutive function calls.</dd><dt>function <code>func</code></dt><dd>The function to be called periodically.</dd><dt>number <code>count</code> (optional)</dt><dd>Number of times the function is to be called.</dd></dl></div><div class="returns">Returns:<dl><dt>function</dt><dd>The timer handle.</dd></dl></div><div class="example">Example:<pre><code class="lua">Timer.addPeriodic(1, function() lamp:toggleLight() end)</code></pre><pre><code class="lua">mothership_timer:addPeriodic(0.3, function() self:spawnFighter() end, 5)</code></pre><pre><code class="lua">-- flicker player's image as long as he is invincible
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Timer.add(1, function(func) print("foo") Timer.add(1, func) end)</code></pre><pre><code class="lua">menuTimer:add(1, finishAnimation)</code></pre></div></div><a name="Timer-addPeriodic" id="Timer-addPeriodic"></a><a name="Timer-instance:addPeriodic" id="Timer-instance:addPeriodic"></a><div class="ref-block"><h4>function <span class="name">addPeriodic</span><span class="arglist">(delay, func, count)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:addPeriodic</span><span class="arglist">(delay, func, count)</span><a class="top" href="#Timer">^ top</a></h4><p>Add a function that will be called <code class="lua">count</code> times every <code class="lua">delay</code> seconds.</p><p>If <code class="lua">count</code> is omitted, the function will be called until it returns <code class="lua">false</code> or <code class="lua">clear()</code> is called.</p><div class="arguments">Parameters:<dl><dt>number <code>delay</code></dt><dd>Number of seconds between two consecutive function calls.</dd><dt>function <code>func</code></dt><dd>The function to be called periodically.</dd><dt>number <code>count</code> (optional)</dt><dd>Number of times the function is to be called.</dd></dl></div><div class="returns">Returns:<dl><dt>table</dt><dd>The timer handle.</dd></dl></div><div class="example">Example:<pre><code class="lua">Timer.addPeriodic(1, function() lamp:toggleLight() end)</code></pre><pre><code class="lua">mothership_timer:addPeriodic(0.3, function() self:spawnFighter() end, 5)</code></pre><pre><code class="lua">-- flicker player's image as long as he is invincible
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Timer.addPeriodic(0.1, function()
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Timer.addPeriodic(0.1, function()
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player:flipImage()
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player:flipImage()
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return player.isInvincible
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return player.isInvincible
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end)</code></pre></div></div><a name="Timer-cancel" id="Timer-cancel"></a><a name="Timer-instance:cancel" id="Timer-instance:cancel"></a><div class="ref-block"><h4>function <span class="name">cancel</span><span class="arglist">(func)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:cancel</span><span class="arglist">(func)</span><a class="top" href="#Timer">^ top</a></h4><p>Prevent a timer from being executed in the future.</p><p><em>Always</em> use the function handle returned by <code class="lua">add()</code>/<code class="lua">addPeriodic()</code> to cancel a timer.</p><p><em>Never</em> use this inside a scheduled function.</p><div class="arguments">Parameters:<dl><dt>function <code>func</code></dt><dd>The function to be canceled.</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">function tick()
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end)</code></pre></div></div><a name="Timer-do_for" id="Timer-do_for"></a><a name="Timer-instance:do_for" id="Timer-instance:do_for"></a><div class="ref-block"><h4>function <span class="name">do_for</span><span class="arglist">(delta, func, after)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:do_for</span><span class="arglist">(delta, func, after)</span><a class="top" href="#Timer">^ top</a></h4><p>Run a <code class="lua">func(dt)</code> for the next <code class="lua">delta</code> seconds. The function is called every time <code class="lua">update(dt)</code> is called. Optionally run <code class="lua">after()</code> once <code class="lua">delta</code> seconds have passed.</p><p><code class="lua">after</code> will receive itself as only parameter.</p><p>The same constraints as with <code class="lua">add()</code> apply.</p><div class="arguments">Parameters:<dl><dt>number <code>delta</code></dt><dd>Number of seconds the <code class="lua">func</code> will be called.</dd><dt>function <code>func</code></dt><dd>The function to be called upon <code class="lua">update(dt)</code>.</dd><dt>function <code>after</code> (optional)</dt><dd>A function to be called after <code class="lua">delta</code> seconds.</dd></dl></div><div class="returns">Returns:<dl><dt>table</dt><dd>The timer handle.</dd></dl></div><div class="example">Example:<pre><code class="lua">Timer.do_for(3, function() screen:shake() end)</code></pre><pre><code class="lua">player.isInvincible = true
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-- flash player for 3 seconds
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local t = 0
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player.timer:do_for(3, function(dt)
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t = t + dt
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player.visible = (t % .2) < .1
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end, function()
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player.visible = true -- make sure the player is visible after three seconds
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player.isInvincible = false
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end)</code></pre></div></div><a name="Timer-cancel" id="Timer-cancel"></a><a name="Timer-instance:cancel" id="Timer-instance:cancel"></a><div class="ref-block"><h4>function <span class="name">cancel</span><span class="arglist">(handle)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:cancel</span><span class="arglist">(handle)</span><a class="top" href="#Timer">^ top</a></h4><p>Prevent a timer from being executed in the future.</p><p><em>Always</em> use the function handle returned by <code class="lua">add()</code>/<code class="lua">addPeriodic()</code> to cancel a timer.</p><p><em>Never</em> use this inside a scheduled function.</p><div class="arguments">Parameters:<dl><dt>table <code>handle</code></dt><dd>The function to be canceled.</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">function tick()
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print('tick... tock...')
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print('tick... tock...')
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end
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end
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handle = Timer.addPeriodic(1, tick)
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handle = Timer.addPeriodic(1, tick)
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@ -71,23 +80,6 @@ handle = Timer.addPeriodic(1, tick)
|
|||||||
Timer.cancel(handle) -- NOT: Timer.cancel(tick)</code></pre></div></div><a name="Timer-clear" id="Timer-clear"></a><a name="Timer-instance:clear" id="Timer-instance:clear"></a><div class="ref-block"><h4>function <span class="name">clear</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:clear</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><p>Remove all timed and periodic functions. Functions that have not yet been executed will discarded. <em>Never</em> use this inside a scheduled function.</p><div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">Timer.clear()</code></pre></div></div><a name="Timer-update" id="Timer-update"></a><a name="Timer-instance:update" id="Timer-instance:update"></a><div class="ref-block"><h4>function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:update</span><span class="arglist">(dt)</span><a class="top" href="#Timer">^ top</a></h4><p>Update timers and execute functions if the deadline is reached. Use this in <code class="lua">love.update(dt)</code>.</p><div class="arguments">Parameters:<dl><dt>number <code>dt</code></dt><dd>Time that has passed since the last update().</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.update(dt)
|
Timer.cancel(handle) -- NOT: Timer.cancel(tick)</code></pre></div></div><a name="Timer-clear" id="Timer-clear"></a><a name="Timer-instance:clear" id="Timer-instance:clear"></a><div class="ref-block"><h4>function <span class="name">clear</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:clear</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><p>Remove all timed and periodic functions. Functions that have not yet been executed will discarded. <em>Never</em> use this inside a scheduled function.</p><div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">Timer.clear()</code></pre></div></div><a name="Timer-update" id="Timer-update"></a><a name="Timer-instance:update" id="Timer-instance:update"></a><div class="ref-block"><h4>function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#Timer">^ top</a></h4><h4>function <span class="name">instance:update</span><span class="arglist">(dt)</span><a class="top" href="#Timer">^ top</a></h4><p>Update timers and execute functions if the deadline is reached. Use this in <code class="lua">love.update(dt)</code>.</p><div class="arguments">Parameters:<dl><dt>number <code>dt</code></dt><dd>Time that has passed since the last update().</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.update(dt)
|
||||||
do_stuff()
|
do_stuff()
|
||||||
Timer.update(dt)
|
Timer.update(dt)
|
||||||
end</code></pre></div></div><a name="Timer-Interpolator" id="Timer-Interpolator"></a><div class="ref-block"><h4>function <span class="name">Interpolator</span><span class="arglist">(length, func)</span><a class="top" href="#Timer">^ top</a></h4><p>Create a wrapper for an interpolating function, i.e. a function that acts depending on how much time has passed.</p><p>The wrapper will have the prototype: <pre><code class="lua">function wrapper(dt, ...)</code></pre> where <code class="lua">dt</code> is the time that has passed since the last call of the wrapper and <code class="lua">...</code> are arguments passed to the interpolating function. It will return whatever the interpolating functions returns if the interpolation is not yet finished or nil if the interpolation is done.</p><p>The prototype of the interpolating function is: <pre><code class="lua">function interpolator(fraction, ...)</code></pre> where <code class="lua">fraction</code> is a number between 0 and 1 depending on how much time has passed and <code class="lua">...</code> are additional arguments supplied to the wrapper.</p><div class="arguments">Parameters:<dl><dt>number <code>length</code></dt><dd>Interpolation length in seconds.</dd><dt>function <code>func</code></dt><dd>Interpolating function.</dd></dl></div><div class="returns">Returns:<dl><dt>function</dt><dd>The wrapper function.</dd></dl></div><div class="example">Example:<pre><code class="lua">fader = Timer.Interpolator(5, function(frac, r,g,b)
|
|
||||||
love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
|
|
||||||
end)
|
|
||||||
|
|
||||||
function love.update(dt)
|
|
||||||
fader(dt, 255,255,255)
|
|
||||||
end</code></pre></div></div><a name="Timer-Oscillator" id="Timer-Oscillator"></a><div class="ref-block"><h4>function <span class="name">Oscillator</span><span class="arglist">(length, func)</span><a class="top" href="#Timer">^ top</a></h4><p>Create a wrapper for an oscillating function, which is basically a looping interpolating function.</p><p>The function prototypes are the same as with <code class="lua">Interpolator()</code>: <pre><code class="lua">function wrapper(dt, ...)</code></pre> <pre><code class="lua">function oscillator(fraction, ...)</code></pre></p><p>As with <code class="lua">Interpolator</code>, the wrapper will return whatever <code class="lua">oscillator()</code> returns.</p><div class="arguments">Parameters:<dl><dt>number <code>length</code></dt><dd>Length of one interpolation period.</dd><dt>function <code>func</code></dt><dd>Oscillating function.</dd></dl></div><div class="returns">Returns:<dl><dt>function</dt><dd>The wrapper function.</dd></dl></div><div class="example">Example:<pre><code class="lua">mover = Timer.Oscillator(10, function(frac)
|
|
||||||
return 400 + 300 * math.sin(2*math.pi*frac)
|
|
||||||
end)
|
|
||||||
|
|
||||||
local xpos = 100
|
|
||||||
function love.update(dt)
|
|
||||||
xpos = mover(dt)
|
|
||||||
end
|
|
||||||
|
|
||||||
function love.draw()
|
|
||||||
love.graphics.circle('fill', xpos, 300, 80, 36)
|
|
||||||
end</code></pre></div></div></div><a name="vector" id="vector"></a><div class="outer-block"><h3>hump.vector<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">vector = require "hump.vector"</code></pre><p>A handy 2D vector class providing most of the things you do with vectors.</p><p>You can access the individual coordinates by using <code class="lua">vec.x</code> and <code class="lua">vec.y</code>.</p></div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#vector-operators">operators</a></dt><dd>Arithmetics and relations</dd><dt><a href="#vector-new">new()</a></dt><dd>Create a new vector.</dd><dt><a href="#vector-isvector">isvector()</a></dt><dd>Test if value is a vector.</dd><dt><a href="#vector-vector:clone">vector:clone()</a></dt><dd>Copy a vector.</dd><dt><a href="#vector-vector:unpack">vector:unpack()</a></dt><dd>Extract coordinates.</dd><dt><a href="#vector-vector:permul">vector:permul()</a></dt><dd>Per element multiplication.</dd><dt><a href="#vector-vector:len">vector:len()</a></dt><dd>Get length.</dd><dt><a href="#vector-vector:len2">vector:len2()</a></dt><dd>Get squared length.</dd><dt><a href="#vector-vector:dist">vector:dist()</a></dt><dd>Distance to other vector.</dd><dt><a href="#vector-vector:normalized">vector:normalized()</a></dt><dd>Get normalized vector.</dd><dt><a href="#vector-vector:normalize_inplace">vector:normalize_inplace()</a></dt><dd>Normalize vector in-place.</dd><dt><a href="#vector-vector:rotated">vector:rotated()</a></dt><dd>Get rotated vector.</dd><dt><a href="#vector-vector:rotate_inplace">vector:rotate_inplace()</a></dt><dd>Rotate vector in-place.</dd><dt><a href="#vector-vector:perpendicular">vector:perpendicular()</a></dt><dd>Get perpendicular vector.</dd><dt><a href="#vector-vector:projectOn">vector:projectOn()</a></dt><dd>Get projection onto another vector.</dd><dt><a href="#vector-vector:mirrorOn">vector:mirrorOn()</a></dt><dd>Mirrors vector on other vector</dd><dt><a href="#vector-vector:cross">vector:cross()</a></dt><dd>Cross product of two vectors.</dd></dl></div><a name="vector-operators" id="vector-operators"></a><div class="section-block"><h4>Arithmetics and relations<a class="top" href="#vector">^ top</a></h4><p>Vector arithmetic is implemented by using <code class="lua">__add</code>, <code class="lua">__mul</code> and other metamethods:</p><p><dl><dt><code class="lua">vector + vector = vector</code></dt><dd>Component wise sum.</dd><dt><code class="lua">vector - vector = vector</code></dt><dd>Component wise difference.</dd><dt><code class="lua">vector * vector = number</code></dt><dd>Dot product.</dd><dt><code class="lua">number * vector = vector</code></dt><dd>Scalar multiplication (scaling).</dd><dt><code class="lua">vector * number = vector</code></dt><dd>Scalar multiplication.</dd><dt><code class="lua">vector / number = vector</code></dt><dd>Scalar multiplication.</dd></dl></p><p>Relational operators are defined, too:</p><p><dl><dt>a == b</dt><dd><code class="lua">true</code>, if <code class="lua">a.x == b.x</code> and <code class="lua">a.y == b.y</code>.</dd><dt>a <= b</dt><dd><code class="lua">true</code>, if <code class="lua">a.x <= b.x</code> and <code class="lua">a.y <= b.y</code>.</dd><dt>a < b</dt><dd>Lexical sort: <code class="lua">true</code>, if <code class="lua">a.x < b.x</code> or <code class="lua">a.x == b.x</code> and <code class="lua">a.y < b.y</code>.</dd></dl></p><div class="example">Example:<pre><code class="lua">-- acceleration, player.velocity and player.position are vectors
|
end</code></pre></div></div></div><a name="vector" id="vector"></a><div class="outer-block"><h3>hump.vector<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">vector = require "hump.vector"</code></pre><p>A handy 2D vector class providing most of the things you do with vectors.</p><p>You can access the individual coordinates by using <code class="lua">vec.x</code> and <code class="lua">vec.y</code>.</p></div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#vector-operators">operators</a></dt><dd>Arithmetics and relations</dd><dt><a href="#vector-new">new()</a></dt><dd>Create a new vector.</dd><dt><a href="#vector-isvector">isvector()</a></dt><dd>Test if value is a vector.</dd><dt><a href="#vector-vector:clone">vector:clone()</a></dt><dd>Copy a vector.</dd><dt><a href="#vector-vector:unpack">vector:unpack()</a></dt><dd>Extract coordinates.</dd><dt><a href="#vector-vector:permul">vector:permul()</a></dt><dd>Per element multiplication.</dd><dt><a href="#vector-vector:len">vector:len()</a></dt><dd>Get length.</dd><dt><a href="#vector-vector:len2">vector:len2()</a></dt><dd>Get squared length.</dd><dt><a href="#vector-vector:dist">vector:dist()</a></dt><dd>Distance to other vector.</dd><dt><a href="#vector-vector:normalized">vector:normalized()</a></dt><dd>Get normalized vector.</dd><dt><a href="#vector-vector:normalize_inplace">vector:normalize_inplace()</a></dt><dd>Normalize vector in-place.</dd><dt><a href="#vector-vector:rotated">vector:rotated()</a></dt><dd>Get rotated vector.</dd><dt><a href="#vector-vector:rotate_inplace">vector:rotate_inplace()</a></dt><dd>Rotate vector in-place.</dd><dt><a href="#vector-vector:perpendicular">vector:perpendicular()</a></dt><dd>Get perpendicular vector.</dd><dt><a href="#vector-vector:projectOn">vector:projectOn()</a></dt><dd>Get projection onto another vector.</dd><dt><a href="#vector-vector:mirrorOn">vector:mirrorOn()</a></dt><dd>Mirrors vector on other vector</dd><dt><a href="#vector-vector:cross">vector:cross()</a></dt><dd>Cross product of two vectors.</dd></dl></div><a name="vector-operators" id="vector-operators"></a><div class="section-block"><h4>Arithmetics and relations<a class="top" href="#vector">^ top</a></h4><p>Vector arithmetic is implemented by using <code class="lua">__add</code>, <code class="lua">__mul</code> and other metamethods:</p><p><dl><dt><code class="lua">vector + vector = vector</code></dt><dd>Component wise sum.</dd><dt><code class="lua">vector - vector = vector</code></dt><dd>Component wise difference.</dd><dt><code class="lua">vector * vector = number</code></dt><dd>Dot product.</dd><dt><code class="lua">number * vector = vector</code></dt><dd>Scalar multiplication (scaling).</dd><dt><code class="lua">vector * number = vector</code></dt><dd>Scalar multiplication.</dd><dt><code class="lua">vector / number = vector</code></dt><dd>Scalar multiplication.</dd></dl></p><p>Relational operators are defined, too:</p><p><dl><dt>a == b</dt><dd><code class="lua">true</code>, if <code class="lua">a.x == b.x</code> and <code class="lua">a.y == b.y</code>.</dd><dt>a <= b</dt><dd><code class="lua">true</code>, if <code class="lua">a.x <= b.x</code> and <code class="lua">a.y <= b.y</code>.</dd><dt>a < b</dt><dd>Lexical sort: <code class="lua">true</code>, if <code class="lua">a.x < b.x</code> or <code class="lua">a.x == b.x</code> and <code class="lua">a.y < b.y</code>.</dd></dl></p><div class="example">Example:<pre><code class="lua">-- acceleration, player.velocity and player.position are vectors
|
||||||
acceleration = vector(0,-9)
|
acceleration = vector(0,-9)
|
||||||
player.velocity = player.velocity + acceleration * dt
|
player.velocity = player.velocity + acceleration * dt
|
||||||
|
Loading…
Reference in New Issue
Block a user